Codex Martialis - Adventure generator

Result

The adventure takes place in Roll on "Location".
The mission is: Roll on "Mission".
But some Roll on "Villains" will seek trouble.


Subcharts

Location (d47)

d47 Result

1

Forest / Deer Park

2

Forest / Hunting Preserve

3

Forest / Forest Garden

4

Forest / Sacred Forest

5

Forest / Border Forest

6

Forest / Wild Forest

7

Wetlands / Forest Swamp

8

Wetlands / Bottom Lands

9

Wetlands / Swamp

10

Wetlands / Marsh

11

Waterway / Canal

12

Waterway / Small Stream

13

Waterway / Major River

14

Waterway / Estuary

15

Seas and Lakes / Island

16

Seas and Lakes / Lakes D6 (1-4 small lakes and ponds, 5-6 big lake)

17

Seas and Lakes / Bay or Estuary

18

Seas and Lakes / Sea Voyage

19

Hills and Mountains / Isolated hill

20

Hills and Mountains / Range of Hills

21

Hills and Mountains / Foothills

22

Hills and Mountains / Mountain

23

Ancient Ruins / Iron Age Ruins (3D6 x 100 years old)

24

Ancient Ruins / Classical Ruins (D6 x 500 years old)

25

Ancient Ruins / Megalithic Ruins (D6 x 1000 years old)

26

Ancient Ruins / Medieval Ruins (D4 x 100 years old)

27

Castle / Castle Ruins

28

Castle / Minor Castle

29

Castle / Major Castle

30

Castle / Fortified Abbey

31

Church Building / Chapel

32

Church Building / Convent (D6 1-2 Nunnery, 3-4 Monastery, 5 Abbey, 6 Crusading Order Abbey)

33

Church Building / Cathedral

34

Church Building / University

35

Caves and Mines / Urban Tunnels

36

Caves and Mines / Salt Mine

37

Caves and Mines / Metals Mine D6 (1-3 Lead, 4-5 Copper, 6 Silver)

38

Caves and Mines / Natural Cavern (5-6 on d6 = underground river)

39

Road / Pilgrimage Road

40

Road / Salt Road

41

Road / Secret Road

42

Road / Imperial Road

43

Town / Market Village

44

Town / Territorial Town

45

Town / Small Free City

46

Town / Large Free City or City State

47

ReRoll / Roll two more locations

Mission (d20)

d20 Result

1

Convoy - Of ships, rafts or boats, on sea, lake or inland waterways

2

Caravan - Overland caravan of merchants, settlers, refugees or pilgrims

3

Caravan - Overland caravan of merchants, settlers, refugees or pilgrims

4

Caravan - Overland caravan of merchants, settlers, refugees or pilgrims

5

Raid - Organized force in a raid (fight it off or be part of it)

6

Plague - An outbreak of disease strikes, (save the day or just escape)

7

Banditry - Semi-professional bandits are plaguing the land (join them or fight them off)

8

Uprising - The natives are restless (help them rise up or help put it down)

9

Rebellion - A full scale organized rebellion, in two phases. First clandestine and then in the open (rise up or help put it down).

10

Feud - Feud between two families or factions (join the fun or defuse it)

11

Vendetta - A bitter vendetta between two families or individuals

12

Minor Siege - Siege of a castle, church building, mine (as besieger or besieged)

13

Major Siege - Large siege of a town or a valley etc. (be besieger or besieged)

14

War - (Prevent or foment the onset or war, or participate in an active war)

15

Diplomacy – Urban - Convince the leaders of a town to make a particular decision

16

Diplomacy - Noble - Sway a major power from the aristocracy D6 (1-4 noble, 5 Church prelate, 6 prince)

17

Exploration - Explore an eerie mountain range, a vast forest, or remote islands

18

Court Intrigue - Help overthrow the prince or root out usurpers and rebels

19

Paranormal Investigation - Something strange is afoot: a celestial event, a haunting, an ancient curse, a saintly miracle, a profane miracle…

20

Espionage - Learn dangerous secrets, or kill those who seek them…

Villains (d20)

d20 Result

1

Bandits (Semi-professional Bandits (see Outlaw, Bandit))

2

Robbers (Robbers waylaying travelers and raiding villages)

3

Brigands (The robbers have metastasized into an army of brigands!)

4

Vagabonds (Slippery characters: jugglers, actors, fortune tellers…)

5

Robber Knight (The cunning and brutal Raubritter, brooding in his castle)

6

Nomads (Tatars, Ottomans, Mamluks, or others…)

7

Nomad Slave Raiders (Nomads with an agenda to ‘harvest the steppe’)

8

Noble Family (A noble family causing trouble)

9

Noble Families (Multiple aristocratic families either in unison or feuding)

10

Prince (The count, duke, or king, or perhaps an archbishop)

11

Town (Roll d6 (1-4 small town, 5 large town, 6 Free City))

12

Witches (Roll d6 (1-3 witches, 4-5 a magus, 6 a major necromancer))

13

Heretics (Radical cults, reformers or killers (or both))

14

Heathens (Lithuanian pagans, remote rural enclaves or secret urban cults)

15

Privateers (Licensed pirates working for some kingdom or other power)

16

Pirates (Victual Brothers, Likedeelers or worst of all pirates from England.)

17

Peasants (Unruly or put upon, help keep them down or help them rise)

18

Wild Animals (A pack of wolves, a rogue bear, something is stalking people)

19

Mythological Creatures (Griffons, kobolds, a doppelganger, forest trolls, a werewolf)

20

Hardened Criminals (Killers, master thieves, kidnappers, devious and dangerous)